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Ask Us Anything #AMA





Every Thursday we're opening the studio doors and answering all of your questions. Technical, industry, fandom or otherwise - drop your question in the comments below - and we'll hop to it. (We're fielding Q's on Facebook, Twitter and G+ too, if that's easier!)

Picking up from last week - we had one or two to follow up - starting with Liz's question:

I guess this might be a simple question but how long does it take from start ( idea stage ) to episode ready to air , for say shows like Doc McStuffins and Henry Hugglemonster ? And how many stages there is in the process and how many people involved?


Sorry it took so long for us to get answer Liz - we asked our Head of Tech who talked us through 38 stages. 38!

It can take anything from 2 to six years for a show to air - most projects are in development for a few years before going into production - that includes financing and talks with broadcasters etc.

After that a show enters Pre-Production (Including Scripts - Voice Recording - 2D Design - Modelling - Lighting - Rigging - Storyboards - Animatics - Camera Setup/Pre-Viz)

Next is Animation (Incl. Scene Setup - Lighting - Compositing – Visual Effect - Retakes) and finally a show goes into Post Production (Offline Edit - Sound effects design - Music composition - Final Retakes – Audio Mix - Quality Control (QC) - and Final Deliveries)

And that's it!

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We've got a question about Stop Motion that we can't answer - any help out there?? Avril asks:

What to look out for in a camera for stop motion for under €500? What lenses? And it's for use with Dragonframe, so I have a comparability list. Also, does it have to have live view? Thanks guys

Kev, we don't produce apps (yet!) but if we were to ever start we'd look to partner with creative indie developers - Story Toys, Toca Boca and Nosy Crow all come to mind - who have established experience. It's a whole new world for us!

We use MAYA for modelling, rigging and animation. Other than that we use Nuke for compositing, Photoshot for textures and SVN/Shotgun for assets/production.

Next pic is from hawfstuff.com:

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Johnny asked:

I'd love to hear (as much as you can share) about how you manage your digital assets—including versioning—and handle deliveries.


Darren from our R&D team got a reply in first: We currently use subversion (SVN) with a bespoke UI that can be used within Maya for our Version control on files. We have developed bespoke publishing tools to create asset and shots versions that are tracked in our production tracker Shotgun.

Digital Asset Tracking has always been a huge issue for us and we are constantly investing time and development into improving our current system. It’s hard to find an off the shelf product that will cover all aspects of your pipeline so this is the reason why we started to write our own bespoke tools.


David Maybury

David works at Brown Bag Films and occasionally eats cake, lots and lots of cake.
@davidmaybury
http://davidmaybury.ie

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